Love the art and the premise is interesting but it's so buggy. The weird navigation isn't even bothering me, just the bugs.
And the inventory is so wonky to use.
I've been in a situation where I wasn't able to move at all anymore after reloading a save a few times. Had to kill the game.
Albert disappeared from the gym when I reloaded a save there, making it impossible to progress and having to return to an older save.
I've had the D3 quest in D2 as I walked around but going to bed after, makes it a loop for patreon. Guessing there's no content for a real D3 then?
Could end up a fun little game but I wonder if those supporting it this early are happy so far.
Also wondering if most issues aren't due to a lack of optimisation as my laptop gets very hot playing this.
Thanks for the feedback, would you mind answering the following?
1. The situation you're referencing, was it happening only with a specific save? If so, can you upload it? Assuming I can load it and get the same issue you're having, I'd be able to fix whatever's causing it in the first place.
2. About the loop for patreon, that's separating the public content from the patron content. I'm doing a slow rollout for public builds, but there's a new public release every month. This also allows me to get bug reports that are more specific to earlier parts of the game than the entirety of the game. Were you able to play the Suspicious Grass Quest? It includes a small part of what's supposed to be available in D3 and it's the new content in this release.
3. I ask for feedback from anyone who's supporting me and strangely enough I don't really get complaints about performance and others, I'm even surprised when people can play the android build without apparent issues considering I have never had enough time to test that one thoroughly. About optimization, I've ran profiler tools and everything appears to be normal, that's what makes any performance issue difficult to troubleshoot. Did you notice your laptop getting hot during the entire gameplay, or it was happening during specific levels?
4. About the weird navigation, are you referencing the current walking animation? That's going to be updated in one of the next builds.
5. The inventory is wonky to use indeed, that's why it's not crucial to use it to progress with content. I wanted to add the inventory system ahead of time because we'll need it. Did you notice any specific issues with it when trying to play the game normally, or did you just experiment with equipping/unequipping random items and noticed the bugs?
Perhaps optimization + some sort of conflicts in libraries or elsewhere in Unity could be involved. I say this because it would be pretty odd for my PC to be lagged without some serious wonkiness; I know the log file shows my 4090 RTX—that's running along with my i9-13900KF, 64GB DDR5, and NVMe 990 Pro m.2 drives—pretty sure it can run this without lagging under normal circumstances
I'm also running a relatively high-end PC with a 13700K, 32GB DDR5, RTX 4090 and so on, but I haven't had lag so in your case did you actually notice any lag or did this bug occur out of the sudden? I'm not sure if you'd be able to record a video of how it happens if you can actually reproduce it, that'd actually help me a lot. Meanwhile I'm running some tests to see if I can do something to make it happen, but it's difficult.